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Thread: Animation for Beginners

  1. #81

    Default Re: Animation for Beginners

    Eothese, did you mean by height, the skeleton scale factor in EDU or ?

  2. #82

    Default Re: Animation for Beginners

    Height as in height, the only custom skeleton I've used was the wardog and this has an entry for height in descr_animal. Setting it a little higher than the height values in descr_mount stopped both 'dog statues' (default anim) and a CTD. The reasoning behind it being that fatality/victim anims are not applied to cavalry...

    In EDU there were apparently height and radius entries in RTW which M2 may still accept. I guess the bounding box or model comment in MS3D may do the same thing as I have some scaled up models which never seem to suffer a fatality/victim anim, but that could just be as they are hard as nails.

    But this is like Pythagoras theorem, it can never be proved I just trust that it works.

  3. #83

    Default Re: Animation for Beginners

    Thx. I'll try to fix that with some texting then.

    +rep

  4. #84
    TMK's Avatar BC Local Moderator
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    Default Re: Animation for Beginners

    Ummm...In my medieval root folder I cannot find my cas files. I have unpacked it and the only thing in the animation folders are the pack.dat and other 3 and a folder called engines with the siege cas files. The rest are not there. Any help?




  5. #85

    Default Re: Animation for Beginners

    haven't red the whole topic..i'm not even sure if this is an animation or texture etc issue...just an "one-hit" question

    could it be possible to make a sword or staff "flame-up" (like arrows,maybe for the sword not just the tip but the whole blade) while a general's "hero ability" is on ?
    just his not the bodyguards' unit

  6. #86
    TMK's Avatar BC Local Moderator
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    Default Re: Animation for Beginners

    Quote Originally Posted by Noobas View Post
    haven't red the whole topic..i'm not even sure if this is an animation or texture etc issue...just an "one-hit" question

    could it be possible to make a sword or staff "flame-up" (like arrows,maybe for the sword not just the tip but the whole blade) while a general's "hero ability" is on ?
    just his not the bodyguards' unit
    It could but you need a model and texture for the fire and the animation which triggers when you hero ability is on so it could take some work with the coding.




  7. #87

    Default Re: Animation for Beginners

    -the character's model(s) is existing (witchking from "the third age" ..)
    -texture and animation should be a "simple" (maybe easily said by me ,that i don't have a clue) fire's ones..
    just a sword in flames ..(don't know how that applies to battle animations though..)

    Spoiler Alert, click show to read: 


    anyway..so ,from your point of view it's doable even though far fetched

    thanks for responding..
    Last edited by Noobio; April 29, 2011 at 06:34 PM.

  8. #88

    Default Re: Animation for Beginners

    Quote Originally Posted by TheMalevolentKing View Post
    Ummm...In my medieval root folder I cannot find my cas files. I have unpacked it and the only thing in the animation folders are the pack.dat and other 3 and a folder called engines with the siege cas files. The rest are not there. Any help?
    You need to download the unpacked anims.

    Quote Originally Posted by Noobas View Post
    haven't red the whole topic..i'm not even sure if this is an animation or texture etc issue...just an "one-hit" question

    could it be possible to make a sword or staff "flame-up" (like arrows,maybe for the sword not just the tip but the whole blade) while a general's "hero ability" is on ?
    just his not the bodyguards' unit
    Not even remotely possible.

  9. #89

    Default Re: Animation for Beginners

    eothese

    "not even remotely possible " ,generaly speaking of the hero ability--triggering-->specific animation thing, or in general (there just can't be a flaming sword or a light-spreading staff etc) ?

    judging by your signature ,i guess you're into fantasy concepts too (even though i'm not familiar with your signature's specific one..)..so you must have a certain experience on these "special eye-candies" ..

    would it be impossible ,to make some visually "magic-weapons" ,even if trying to "manipulate" existing animations like the greek flamethrower ? (maybe building a single general's model on that in order to seem like a weapon spitting fire ?)

  10. #90

    Default Re: Animation for Beginners

    First problem is going to be triggering the effect, it's not possible. You either have the effect the whole time or not at all. Generals can't have 2 weapon types so that reduces options even more. You can create magic type effects for weapons and projectiles, I already have, but I seriously doubt that the sort of thing your after, from your pic, is possible. If someone would like to prove me wrong, then I willing to take a look at the end result.

  11. #91

    Default Re: Animation for Beginners

    ok thanks..so where can i take a look of your work ' regarding "magic type effects for weapons and projectiles" ?

    ps,,could the greek-flamethrower model be used for a general-wizard firing flames from his staff ? (having only a staff and being a missile unit..if yes , would that "obbligate" an identical-type bodyguard unit ?)
    Last edited by Noobio; April 30, 2011 at 02:25 PM.

  12. #92

    Default Re: Animation for Beginners

    My sig is a link to my work, as is that of most people. As for the ps. No, a general can only have 1 weapon type and that has to be a melee type.

  13. #93

    Default Re: Animation for Beginners

    I have found this tutorial very useful so far +REP
    You mentioned in the first post that you plan to continue the tutorial, is this still the plan? I would very much like if you did as I would defiantly be reading it and learning from it!

    Thanks again for the great tutorial Bwain


    Proudly Editing Borissomeone's Fan Fiction (here)






  14. #94

    Default Re: Animation for Beginners

    Bwian is no longer active.

  15. #95
    Opifex
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    Default Re: Animation for Beginners

    Quote Originally Posted by PM
    Hello, SigniferOne
    It seems that I ecounter with issue you already face it in past years in this thread http://www.twcenter.net/forums/showthread.php?t=268039 of Animation for biggners, I read your post and I don't know if you were fix your issue of uour bowman as I got same problim as your's, are fix it?? as mine dosn't appear as I managed the .ms3d read the 3 bones I craet as well as .in .mesh and .cas that I modified to get nice bone string in game but in game not shown correctly, the bow sling point not goes to bone_sling it gone to another position down of left foot, so incas I send you the files of .ms3d and .cas and .mesh could you help me??
    Thank you
    Regards

    Hi,

    Yes I fixed the issue with the bowman. The biggest obstacle was not reasing that we must use KnightErrant's model exporter to export the unit. GOM's unit exporter flattens all models to a vanilla skeleton structure, so unorthodox models exported with it will not work correctly.


    "If ye love wealth greater than liberty,
    the tranquility of servitude greater than
    the animating contest for freedom, go
    home from us in peace. We seek not
    your counsel, nor your arms. Crouch
    down and lick the hand that feeds you,
    and may posterity forget that ye were
    our countrymen."
    -Samuel Adams

  16. #96
    Caudillo87's Avatar Semisalis
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    Default Re: Animation for Beginners

    I've deleted all four files from the animations folder in main game and mod but still game will not start up. But when ever I put the files back in main game animations folder it starts up but crashes in unit selection in custom battles. What am I doing wrong here? I assume the new animations are not being rebuilt. Is there anyway to check? This is driving me insane!

  17. #97

    Default Re: Animation for Beginners

    Quote Originally Posted by Caudillo87 View Post
    I've deleted all four files from the animations folder in main game and mod but still game will not start up. But when ever I put the files back in main game animations folder it starts up but crashes in unit selection in custom battles. What am I doing wrong here? I assume the new animations are not being rebuilt. Is there anyway to check? This is driving me insane!
    Yes, you can check what the problem is by reading the error log. Your first step should be to get the mod using unpacked anims without adding anything new, only then should you try and make changes or add something else.

    BTW you need to delete the pack files every time you make a change as they are always rebuilt, as long as there are no errors.

  18. #98

    Default Re: Animation for Beginners

    Hi all! Can you tell me, how i can set the bone for mount skeleton, which attach the rider unit?

  19. #99

    Default Re: Animation for Beginners

    Quote Originally Posted by Prisoner View Post
    Hi all! Can you tell me, how i can set the bone for mount skeleton, which attach the rider unit?
    If you mean, 'how can I alter the riders position' then it's nothing to do with animations or bones in the mount. It's a simple value change in descr_mount. If you meant something else, please could you explain more clearly and in detail.

  20. #100

    Default Re: Animation for Beginners

    In this topic: http://www.twcenter.net/forums/showthread.php?t=228459

    Bwian says
    These animation files also con tain some useful hooks into other things, such as where riders are attached to mounts, and some of the hard coded behaviour for the mount classes.
    But i don't find how can do it.
    I can do it in rtw, but in m2tw another animation model

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